Mr. Game & Watch vs Mega Man

Mega Man Matchup (Mr. Game & Watch)

Mr. Game & Watch vs Mega Man

Mr. Game & Watch vs Mega Man is about slowing the projectile rhythm with Oil Panic, then cashing out on Mega Man's body with 3f Up B and ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Mega Man can make this matchup awkward by layering Rock Buster, other projectiles, Fair, and Bair across the midrange lane, then turning any hesitation into anti-airs or landing traps. If Mr. Game & Watch spends too much time chasing the projectiles themselves, he often gets checked by the body that is sitting right behind them.
The important difference here is Oil Panic pressure. Mr. Game & Watch does not need to greedily fill the bucket every time. Just showing Oil Panic already makes Mega Man’s main energy projectile sequences less automatic, and once that rhythm slows down, Game & Watch can look to hit the body with Up B (3f), Nair, Bair, or Uair when Mega Man finally steps forward. Mega Man is not the stronger character in prolonged close-range scrambles, so the plan is to beat the person, not every piece of ammo.
The table shows Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Nair, Bair, and Neutral B are all punishable on shield by Up B (3f), with Grab (10f), OOS Nair (10f), or OOS Uair (12f) available behind it. By contrast, Fair only cleanly gives Up B, Dair is still advantaged on block, and Side B or Down B often do not end the interaction on the spot, so forcing every shield sequence into an immediate punish is lower value than covering the landing or retreat after it.
Kills are more repeatable through ledgetrapping than all-in edgeguards. The reliable route is to keep threatening Down Smash bury, Back Air, Up Smash, and Uair on Mega Man’s Rush Coil landing and ledge options. When Oil Panic is close to full, Mega Man’s zoning tempo usually gets thinner as well, which is the best moment to push him from center to corner.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMr. Game & Watch OOS Candidate MovesBarely Missed Moves
Jab7/19/31-25/-23/-20
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (+1)
Forward Tilt7/19/31-25/-23/-20
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (+1)
Up Tilt6-49/-31/-33
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (21f)
Down Tilt5-33
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (21f)
Dash Attack7/10/13/16/19/22/25/35-16
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
Forward Smash19-18
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (+3)
Up Smash8/11/15/19/23/27/31-32
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (21f)
Down Smash17-50
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (21f)
Neutral Air7/19/31-25/-23/-20
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
  • Up Smash (+1)
Forward Air9-7/-7/-8
  • Up B (3f)
  • Grab (+3)
  • OOS Nair (+3)
Back Air4/7/10-18/-17/-17
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
Up Air11…
Down Air23+1/+0
  • None
  • Up B (+3)
Neutral B16-17
  • Up B (3f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • OOS Fair (13f)
  • OOS Dair (15f)
Side B19**
Up B
Down B9—****
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Show Oil Panic often enough to slow Mega Man’s projectile rhythm, then punish the body that steps forward with Up B (3f), Nair, Bair, or Uair instead of overchasing the projectiles.
  • After blocking Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Nair, Bair, or Neutral B, prioritize Up B (3f), and use Grab (10f), OOS Nair (10f), or OOS Uair (12f) when spacing allows the better follow-up.
  • After blocking Fair, Dair, Side B, or Down B, do not insist on finishing the exchange immediately. Track Mega Man’s pullback, jump, or Rush Coil landing and take the second touch with Uair, Bair, or Fair bomb instead.
  • Do not tunnel on filling Oil Panic at center stage. If the bucket threat already slows the firing order, use that hesitation to walk or jump forward and take space.
  • Build the stock from ledge pressure first, using Down Smash bury, Back Air, Up Smash, and Uair to punish Rush Coil landings and ledge getups.

Actions to Avoid

  • Focusing only on filling Oil Panic and giving Mega Man all the room he needs to rebuild the ideal projectile wall.
  • Running at the projectiles themselves and walking straight into Mega Man’s Fair, Bair, anti-airs, or landing traps behind them.
  • Trying to punish every blocked Fair, Dair, Side B, or Down B immediately and getting whiff-punished when the answer never truly reaches.
  • Chasing too deep offstage, then losing the stronger ledgetrap position to Mega Man’s Rush Coil re-landing or reversal aerial.

Reference Links

Related Pages